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path: root/src/game/g_active.c
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2013-01-03* Simplify some weapon-related code (re r1431)M. Kristall
2013-01-03* Smarter way to check if teamoverlay info should be sent; don't send upgradeM. Kristall
field for aliens
2013-01-03* Fix a bunch of variable set but not used warningsM. Kristall
2013-01-03* (bug 3781) Improve randomness in some cases (Lakitu7 made me do it)M. Kristall
2013-01-03* (bug 5039) Fix buildables to initialize with the correct normal vector, ↵Christopher Schwarz
which should improve falsely self-destructing eggs (/dev/humancontroller)
2013-01-03* (bug 5006) Keep ps.pmext up to date in the spectator situations, although ↵Christopher Schwarz
this functionally changes nothing. (/dev/humancontroller)
2013-01-03* (bug 4997) Use spherical regions for hive and boost ranges instead of ↵Christopher Schwarz
boxes (/dev/humancontroller)
2013-01-03* Change trample to not lose all charge on hitting a structure, and keep ↵Asa Kravets
track of structures to only allow one hit each (thanks Lakitu7)
2013-01-03* (bug 4908) Show BP from marked buildables on the HUDChristopher Schwarz
2013-01-03* (bug 4746) Give some small score to basilisks for healing teammatesChristopher Schwarz
2013-01-03* Change how r2097 makes map-set values non-persistent and make map configs workM. Kristall
properly * Also disallow maps from setting stage thresholds since some maps were being very annoying
2013-01-03* (bug 4883) Fix ability to build 0-BP structures in SD if the blueprint is ↵Christopher Schwarz
active at the transition by clearing blueprints upon entering SD (thanks Menace13) * Print SD warning/beginning to the client console text in addition to the CP * Change a couple STAT_BUILDABLE = 0 to = BA_NONE (code tidying with no effect)
2013-01-03* g_disabled* cvars are used by ui but were not communicated to the clientM. Kristall
* Don't let maps set {alien,human}BuildPoints since that's probably not good * Let maps set temporary variables instead of cvars (for e.g., gravity)
2013-01-03* Separate namelog from adminM. Kristall
* Client to namelog mapping * Merge mute, denybuild, ptr in namelog; remove ptr
2013-01-03* Remove hovelM. Kristall
* Require buildable names instead of buildnums in layouts
2013-01-03* Renamed MAX_STAMINA to STAMINA_MAX and moved to tremulous.hAsa Kravets
2013-01-03* Fix votes failing when they shouldn't (Rezyn)Christopher Schwarz
* Fix INACTIVITY flag (Rezyn) * Fix being able to call a teamvote for someone not on your team (thanks Rezyn) * Fix IMMUNITY flag (Rezyn) * Fix there being 2 instances of g_dretchpunt in the cvar table (Rezyn)
2013-01-03* Update copyright noticesTim Angus
2013-01-03* Fix the mara+ zap repeat-rate being infinitely long if you kept mashing ↵Christopher Schwarz
the button before the timer was up - If you've been unable to hit anything with the zap for mysterious reasons, this was probably why * Remove some vestigal code from previous zap rewrites that was causing the above
2013-01-03* Stamina changes/fixes (kevlarman)Christopher Schwarz
- Restore blacking out when you run out of stamina - Add cg_sprintToggle, allowing the sprint button to act as a toggle between always-sprinting or not - Walk overrides sprint, by popular demand - Modify the stamina "bolt" to better differentiate between states - Allow one to begin a sprint when stamina is negative (even though it is generally a bad idea for them, at least their button presses do something!) * When avilable, use predictedplayerstate for cg_drawSpeed to reduce latency (kevlarman)
2013-01-03* Massive refactor of voting codeM. Kristall
* Remove cvar g_suddenDeath since it is no longer needed * "Sudden Death in 0 seconds!" should no longer display on map start when sudden death is disabled
2013-01-03* fix some more credit copying issuesRoman Tetelman
2013-01-03Scrap PMF_TIME_KNOCKOFF so pm_flags fit in 16 bitsBen Millwood
2013-01-03Fix camper creditsRoman Tetelman
* The time clients are alive is recorded in seconds. * Award free funds regardless of death. Funds will be given - when the client is alive every g_freeFundPeriod if g_freeFundPeriod is positive (otherwise no free funds are given).
2013-01-03* bring back camper creditsRoman Tetelman
- they are now awarded regardless of deaths - use a cvar (g_freeKillPeriod) instead of a #define as the interval
2013-01-03Simplify some power handling codeBen Millwood
* Remove reactorNode, overmindNode, G_FindReactor, and G_FindOvermind * Replace level.(overmind|reactor)Present with G_Reactor and G_Overmind
2013-01-03Zone BPBen Millwood
2013-01-03* Various changes resulting from sanity checking against mgdev HEADTim Angus
2013-01-03* New zap (fixes #40)Roman Tetelman
FIXME: currently limited to 3 targets due to netcode restrictions FIXME: this code could probably use some general cleanup as well
2013-01-03* Builders get one score point per 10 secondsChristopher Schwarz
* Score points from killing buildables is now 1.5x
2013-01-03Improvements, fixes, and cleanups to smooth regenBen Millwood
* Store player class regeneration rates as floats * Only calculate regen modifier once if replenishing multiple health points simultaneously
2013-01-03* fix infinite loop in new regen code when aliens admitdefeatRoman Tetelman
2013-01-03Only regenerate health while aliveBen Millwood
2013-01-03Smooth regenerationBen Millwood
A regen rate of 4 hp/s now means you regenerate one health point every quarter of a second (fixes #28)
2013-01-03* ckit repairs automatically without having to press mouse2 (fixes issue #3)Roman Tetelman
2013-01-03* Allow boosters to give poison within the first 30 seconds of the gameBen Millwood
* Allow /noclip and /where to be used by spectators * Allow /noclip and /setviewpos to be used by specs even when cheats are off * Run PM_Weapon and set view height while noclipping * Make player speed while spectating or noclipping configurable via cg_flySpeed * Remove requirement for cgame's cvartable to have a non-null vmCvar pointer * Make PM_Paralyzed a macro and add a similar category, PM_Live * Stop dretches from biting dead buildings
2013-01-03* Remove SS_INFESTING and PM_SPINTERMISSION since they were not usedBen Millwood
* Merge SS_WALLCLIMBINGCEILING and EF_WALLCLIMBCEILING * Remove ui_emoticons, using the value of cg_emoticons for both contexts. * Add PM_Paralyzed() to get rid of all the silly >= PM_DEAD comparisons * Don't allow players to taunt while dead * Fix full ammo check in reload (oops) * Fiddle with bg_lib.h _MAX/_MIN defines, fix min(), add [u]intX_t typedefs * Remove non-functional cgame command (thanks Amanieu for spotting)
2013-01-03* from __future__ import thirdpersonspec (Lakitu7)Roman Tetelman
2013-01-03* Booster was providing extra regeneration without an overmind present (bob)Roman Tetelman
2013-01-03 * Add BG_EventName and use it to simplify a series of debugging messagesBen Millwood
* Correct crouch check in ClientTimerActions * Ensure animation togglebit on buildables is only used once per frame (bug 3377) * Make G_FloodLimited more robust and with a pointlessly informative return value * Add a brief comment to the G_SayArg* functions to explain their purpose, which wasn't at all clear to me until I experimented with them * Remove more redundant va()s * Remove an unused variable and associated functions that were causing a compiler warning
2013-01-03* fix for unlagged being turned off for clients who spawn (bob)Roman Tetelman
* fix ui_messagemode2
2013-01-03* add cg_unlagged to allow clients to disable backward reconcilliation for ↵Roman Tetelman
their own attacks only
2013-01-03* players dying to structures no longer give full credit towards stagesRoman Tetelman
* credit for damage done is reset when a player/structure heals to full
2013-01-03 * Fix tabsBen Millwood
* Fix bsuits * Um.
2013-01-03* voice chat stuff (no, not like TeamSpeak)Tony J. White
2013-01-03* Replace reams of BG_Find* functions with: BG_Buildable, BG_Class, BG_Weapon,Tim Angus
BG_Upgrade * Move "overrides/*" to "configs/" and remove all the overriden data from bg_misc.c, instead requiring it to be in the cfg files * Add cfg files to source control * Clean up some naming and typing issues
2013-01-03* Merge clientSession_t::sessionTeam and clientSession_t::spectatorStateTim Angus
* Remove existing team_t (TEAM_FREE, TEAM_SPECTATOR) * s/pTeam_t/team_t/;s/buildableTeam_t/team_t/;s/WUTeam_t/team_t/ * s/pClass_t/class_t/ * s/PERS_TEAM/PERS_SPECSTATE/ * s/STAT_PTEAM/STAT_TEAM/;s/STAT_PCLASS/STAT_CLASS/
2013-01-03* (bug 3057) Granger breaks under certain conditions (Risujin)M. Kristall
* (bug 3256) G_admin_print to a tty should not decolour if com_ansiColor is set (Ben Millwood) * (bug 3392) Console is affected by flag @ (Chris "Lakitu7" Schwarz) * Automatically load default admin levels when g_admin is disabled, since admin commands can still be used (since r894) * Make return value of G_SelectiveRadiusDamage useful and use it for Overmind and Reactor attacks * /entitylist was skipping entity 0 * Check original search string against IP and slot number for !ban * Preserve score and ping so they are always reported correctly * Random refactoring and formatting fixes
2013-01-03* Lucifer Cannon projectile and bounding box shrunk a little to fit muzzle ↵Michael Levin
box restrictions * Buying a weapon with a number greater than 15 while having a Construction Kit will not give you zero ammo * Human viewheight shrunk to prevent flamer and new Lucifer Cannon shots from exploding inside the ceiling because on account of the muzzle box -- better aligned with the model now too. This should prevent the flamer from burning people in vents. * Some BG functions made more efficient; BG_GetPlayerWeapon should be used to get a Human's weapon because it may be switching * Adv. Dragoon barbs regenerate 10 seconds after being shot, not at regular intervals * Build weapons should no longer need to be in a block in bg_public.h * Tremulous doesn't use multiple weapons but the G_GiveClientMaxAmmo function will properly restore regular ammunition when a energy weapon is selected * MN_H_NOENERGYAMMOHERE obsolete; Changed some text to acknowledge that energy ammo is now available at armoury * Particles can set 'physicsRadius #' to use a fixed bounding box for collisions * Various HUD elements will immediately update to the new weapon when switching weapons Flamer changes: * Bounding box shrunk slightly * Client-side particles now used a static bounding box that matches the server projectile
2013-01-03* Lucifer cannon projectile a little bigger with chargeMichael Levin
* Sitting on a booster won't make it blink the warning bolt (SS_BOOSTEDWARNING), also made the warning fade * Lucifer Cannon repeat rates fixed * G_Damage() wont deal damage to dead entities * Maybe fixed the buildable killed with shotgun won't show dying anim bug * Attacked hives won't attack back when the OM is dead * The monstrous hive bounding boxes shrunk to something reasonable * Tesla Generator muzzle offset to the ball part, now fires over turrets * HUDs can make vertical charge bars * Human charge bar no longer overlaps scanner * "There are no spawns remaining" Changes to trample attack: * No longer deals locational damage (wtf?) * Charge "holding" restored * Hit repeat rate limited to 50 ms Changes to health cross icons: * Inspired by Techhead, made new icons (sorry, yours didn't look so good in game :-\ ) * Icons fade from one to another * Switched SS_HEALING_2X and SS_HEALING_ACTIVE meaning for Humans -- glows when on medi station, special icon for medkit * Poisoned icon for humans (Techhead's idea)